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gml_Object_obj_dunes_42_npc_stardad_Step_0

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event_inherited()
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if (interact == 1)
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{
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    scr_text
scr_text

function scr_text() //gml_Script_scr_text { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue) }
()
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    is_talking = 1
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    switch npc_flag
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    {
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        case 0:
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            with (msg)
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            {
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                message[0] = "* Welcome to Sunnyside Farm!"
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                message[1] = "* It ain't much but we call it#  home!"
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                message[2] = "* My name's Solomon."
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                message[3] = "* You must be from Starlo's#  town, eh?"
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                message[4] = "* I have mixed feelin's about it#  all, if I'm bein' honest."
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                message[5] = "* The boy rarely talks to us,#  it's a shame."
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                message[6] = "* He probably thinks we hate his#  life choices but that just#  ain't true."
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                message[7] = "* It's because of him that our#  farm stayed in business durin'#  the ol' drought."
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                message[8] = "* His little town attracted#  monsters to this area after#  most moved away."
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                message[9] = "* I believe that deep down,#  savin' the farm was his true#  motivation, I do."
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            }
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            npc_flag += 1
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            break
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        case 1:
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            with (msg)
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            {
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                message[0] = "* I think it's real flatterin',#  the accent Starlo puts on fer#  his character."
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                message[1] = "* He almost sounds like his ol'#  man, he does."
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                message[2] = "* In reality, my boys both got#  Crestina's voice, lucky fellas."
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                message[3] = "* Before they were born, she#  would always sing so#  purtty-like."
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                message[4] = "* I never hear it no more,#  though."
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                message[5] = "* Guess she lacks the confidence#  now. Ain't that sad?"
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            }
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            npc_flag += 1
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            break
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        case 2:
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            with (msg)
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            {
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                message[0] = "* The crops are lookin' mighty#  fine if I do say so."
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                message[1] = "* I would give ya some but they#  ain't quite ready to eat."
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                message[2] = "* If ye're around Oasis Valley#  this weekend, stop by the#  farmers market!"
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            }
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            break
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    }
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}